Immersion Speaks Out on the PS3 Controller

pegisys said:
I think he means they should switch places, and if so I agree. the thumb stick the way they are on the 360, xbox, and gamecube are more comfortable
Personally I never had a problem with the DS2. I like it how it is. And as a fan of fighting games I am I would have never accepted switching the d-pad with the analog stick. Never.

For me the s-controller and the 360 controller were a disaster for fighting games. Totally. Especially for 2D fighting games.

Also I find it more convenient to have the d-pad there for switching weapons and menus while playing a game.

But the s-controller/360 controller are undeniably the best for FPS and third person games that use a similar layout to FPS like hitman and splinter cell.
 
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aldo said:
I just couldn't help myself. Check out Viegas comments and The Inquirer's interpretation:


Pure jounalistic genius. :LOL:

I think the technical term is functional illiteracy.
 
Well, the gyro with the added analog control methods should more than make up for the "misplaced" left analog stick ;)
It is no longer an issue.

Edit: What are the chances at some point in the future Sony would introduce a new DS3 with gyro and gyro based force feedback? Something like what was rumoured to be in the "Revolution" controller, before it materialised as the "Wiimote".
That wouldn't hurt bw compatibility, but add a new feature to be used in new games.
 
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rabidrabbit said:
Well, the gyro with the added analog control methods should more than make up for the "misplaced" left analog stick ;)
It is no longer an issue.

It is not as easy as that. e.g. If you use the gyro for free look (assuming that the controllers design and gyro sensativity work well enough) and one of the analog sticks for your movement (straifing, forward/back) you have to use the fine motor skills on your thumb while using your hands to tilt, twist, dip, etc. the controller to get the freelook. Doing fine motor movements on a moving surface would be difficult to adjust to.

Just like Wii, a bit of thought needs to be put into a games design and interface. And in some case gyros just wont work well without totally abonding certain elements and starting fresh. At least for Wii they Numchucks separate the analog stick so your free look is a "pointer" and your other controls are held stably in another hand. But even then, as E3 showed, there is a lot of work left to getting a solid implimentation that is fine tuned and balanced enough that it becomes intuitive for most users.
 
Acert93 said:
It is not as easy as that. e.g. If you use the gyro for free look (assuming that the controllers design and gyro sensativity work well enough) and one of the analog sticks for your movement (straifing, forward/back) you have to use the fine motor skills on your thumb while using your hands to tilt, twist, dip, etc. the controller to get the freelook. Doing fine motor movements on a moving surface would be difficult to adjust to.
That could be problematic, yes.
For example if you wanted to look up with the gyro and at the same time move backwards with the right analog, if you're resting your thumb on the analog while looking up by tilting the controller, you'll almost certainly also accidentally thrust the analog forwards, thus moving forward, not back as was meant to.
It's not until you are aware of that and adjust, you'll be able to control with prescision.
Even then, it could still be a bit erratic.
We'll see how it'll work, it's not perfect that's for sure, but what control method today is. Even the "wiimote" needs quite a bit of practise and adjusting before mastered.
 
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rabidrabbit said:
That could be problematic, yes.
For example if you wanted to look up with the gyro and at the same time move backwards with the right analog, if you're resting your thumb on the analog while looking up by tilting the controller, you'll almost certainly also accidentally thrust the analog forwards, thus moving forward, not back as was meant to.
It's not until you are aware of that and adjust, you'll be able to control with prescision.
Even then, it could still be a bit erratic.

Hmm... I'm not so sure.

I've just picked up my PS2 controller to see how I'd tilt the controller while using the controls, and my natural tendency is to move my whole hand to tilt the controller - using my wrists more than my fingers.

That means my thumbs resting on the analog sticks remain pretty stationary - if I'm putting pressure on one in a particular direction I think I can pretty much maintain that while moving the controller around.

I certainly think that you'd get used to it pretty quickly, though I hope the controller is reasonably sensitive and accurate, so that wild motions are not required.

New PS3 slogan: "PLAYSTATION3 - it's all in the wrist!".... hmmm... maybe not!

Anyway, I reckon camera movement ought to be a pretty good thing to stick on the controller, even if nothing else works. It's already a pain to have to "waste" valuable controls on the camera, if you can have it so that just moving the controller around gives you the camera movement, and your controls are all for your character, that sounds like it might be pretty natural (and also an easy thing for most developers to put in without reworking their controls too much).

Also, imagine the next-generation of DDR games if you can strap a controller to each arm and leg and the PS3 senses your movements...
 
ok, must try that also with my DS2 when I get home.
It's good we can simulate the new controller and already kinda get the feel of it before getting hands on the real thing.
 
darkblu said:
my favourite quote from that interview
"Vibration adds that third dimension—sight, sound and touch. Without touch... it's like playing in the closet with the lights off; there's no feedback, takes completely away from the gameplay," he concluded.

replace 'vibration' with 'vibration patents' and all occurences of 'touch' with 'licensing fees'.. replace 'feedback' with 'revenue' and all of a sudden it becomes much more meaningful ;)
QOTY! ;)
 
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